There was a long and somewhat interesting interview with Josh Sawyer posted on RPGCodex:
http://www.rpgcodex.net/content.php?id=10493
I found this part of particular interest:
"Will you implement more noncombat content in the next game?
"I think a broader set of skills with more noncombat applications overall. I can do a whole talk on skills in a party-based game. It's a challenge because it's very easy to have skills that feel redundant, it's very easy to have skills that have a personal benefit but no party benefit or party benefit but other people can't contribute to it, so it's hard to come up with a spread of skills that feel like you can invest in them all the same way with the same pool of skill points. Obviously it doesn't need to be perfect, but you're not just doing something stupid like hey I have three lock picking characters. Great, that's a huge waste of skill points. If you have three characters that have lore, then everyone can read scrolls and they all benefit from that. I always have three characters in my Pillars parties who can read scrolls.
"One thing I don't feel good about in our skill spread is that because there's a small number of skills, it's hard for those skills to make each character feel distinctive. For example, there's just lore, that's everything. I think having a larger skill set, as long as you can actually support it in the game, it allows you to feel like my character doesn't just know about lore, he knows about metaphysics or she knows about arcana. In D&D you can clearly delineate that I'm the expert in this thing, so it's a role playing thing. As long as you can make the game content use that in a way that feels satisfying and not frustrating like a waste of skill points, then that's cool. I'm always looking for ways to improve, because I recognize that people weren't too happy with the spread of skills that we had in Pillars."
http://www.rpgcodex.net/content.php?id=10493
I found this part of particular interest:
"Will you implement more noncombat content in the next game?
"I think a broader set of skills with more noncombat applications overall. I can do a whole talk on skills in a party-based game. It's a challenge because it's very easy to have skills that feel redundant, it's very easy to have skills that have a personal benefit but no party benefit or party benefit but other people can't contribute to it, so it's hard to come up with a spread of skills that feel like you can invest in them all the same way with the same pool of skill points. Obviously it doesn't need to be perfect, but you're not just doing something stupid like hey I have three lock picking characters. Great, that's a huge waste of skill points. If you have three characters that have lore, then everyone can read scrolls and they all benefit from that. I always have three characters in my Pillars parties who can read scrolls.
"One thing I don't feel good about in our skill spread is that because there's a small number of skills, it's hard for those skills to make each character feel distinctive. For example, there's just lore, that's everything. I think having a larger skill set, as long as you can actually support it in the game, it allows you to feel like my character doesn't just know about lore, he knows about metaphysics or she knows about arcana. In D&D you can clearly delineate that I'm the expert in this thing, so it's a role playing thing. As long as you can make the game content use that in a way that feels satisfying and not frustrating like a waste of skill points, then that's cool. I'm always looking for ways to improve, because I recognize that people weren't too happy with the spread of skills that we had in Pillars."